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Engaging Men in Weight Loss With a Game-based mHealth and Neurotraining Program

Drexel University logo

Drexel University

Status

Enrolling

Conditions

Weight Loss
Obesity

Treatments

Behavioral: mHealth behavioral weight loss treatment
Behavioral: Gamified behavioral weight loss treatment

Study type

Interventional

Funder types

Other
NIH

Identifiers

NCT05408494
R01DK128524 (U.S. NIH Grant/Contract)

Details and patient eligibility

About

Men in the United States have an exceptionally high prevalence of overweight and obesity, i.e., 71.3%, and 42% of men are currently attempting weight loss. However, men are dramatically underrepresented in weight loss programs. Attempts to modestly adapt standard weight loss programs have seen only minimal success. Mobile applications (mHealth apps) have attractive features, but have low male enrollment and poor efficacy as conventionally delivered. A gamified mHealth program offers the possibility of engaging men and enhancing efficacy given that (1) video gaming is highly appealing to men; (2) gamification features (e.g., digital rewards for attaining "streaks" and milestones, competition) are known enhance enjoyment and motivation and facilitate desired behaviors; and (3) "neurotraining" video games featuring repetitive action mechanics, adaptive difficulty, and feedback can train inhibitory control, a basic brain capacity to inhibit intrinsically-generated approach responses that is strongly linked to body mass and the consumption of high-calorie foods. This project evaluates long-term engagement and outcomes of a professionally-designed, game-based weight loss program. As such, 228 overweight men will be randomized to: (1) a 12-month mHealth weight loss program that includes digital self-monitoring, simplified and self-selected dietary targets, physical activity and a control (sham) non-game neurotraining, or (2) a fully-gamified version of this same program, comprised of a behavior change program featuring team-based competition, digital reinforcers for attainment of streaks and milestones, and an integrated neurotraining video game. Aims include evaluating the efficacy of the gamified program in terms of weight loss, diet and physical activity at 12 months, as well as evaluating hypothesized mediators (inhibitory control and engagement), (enjoyment and compliance) and moderators (baseline frequency of video game play and implicit preferences for Inhibitory Control Training-targeted foods).

Enrollment

228 estimated patients

Sex

All

Ages

18 to 55 years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  • Individuals must be of overweight or obese BMI (25-50 kg/m)
  • Individuals must be adults (aged 18-65)
  • Able to engage in physical activity (defined as walking two city blocks without stopping)
  • Individuals must also provide consent for the research team to contact their personal physician, if necessary, to provide clearance for the prescribed level of physical activity (i.e., walking) or to consult about rapid weight loss
  • Have moderate-to-high implicit preference for high-calorie foods
  • Satisfactory completion of all enrollment procedures]

Exclusion criteria

  • Medical condition (e.g., cancer, type I diabetes, renal failure), heavy alcohol use, or psychiatric condition (e.g., active substance abuse, eating disorder) that may pose a risk to the participant during intervention or cause a change in weight
  • Recently began or changed the dosage of medication that can cause significant change in weight
  • History of bariatric surgery
  • Weight loss of ≥ 5% in the previous 3 months

Trial design

Primary purpose

Treatment

Allocation

Randomized

Interventional model

Factorial Assignment

Masking

Single Blind

228 participants in 4 patient groups

Non-gamified program with sham ICT
Sham Comparator group
Description:
One group will be assigned to a 12-month mobile weight loss program that includes digital self-monitoring, simplified and self-selected dietary targets (to align with neurotraining and promote autonomy , and behavioral strategies with sham.
Treatment:
Behavioral: mHealth behavioral weight loss treatment
Non-gamified program with Active ICT
Active Comparator group
Description:
One group will be assigned to a 12-month mobile weight loss program that includes digital self-monitoring, simplified and self-selected dietary targets (to align with neurotraining and promote autonomy , and behavioral strategies with active neurotraining.
Treatment:
Behavioral: mHealth behavioral weight loss treatment
Gamified program with sham ICT
Experimental group
Description:
One group will receive fully-gamified version of the program with a sham.
Treatment:
Behavioral: Gamified behavioral weight loss treatment
Gamified program with Active ICT
Experimental group
Description:
One group will receive fully-gamified version of the program with active neurotraining.
Treatment:
Behavioral: Gamified behavioral weight loss treatment

Trial contacts and locations

1

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Central trial contact

Michael C Onu, B.S.; Evan M Forman, Ph.D.

Data sourced from clinicaltrials.gov

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